PropertyValue
rdfs:label
  • Urchin Underpass
rdfs:comment
  • The map is designed to be a longer one with the spawn points at opposite sides though more towards the corners. The first corner has a ramp leading to a path hugging the wall that leads to a drop into the central section. If the player turns at the corner, they go past a fence that hinders approach from the opposite direction. That section has two paths with hills. The one with a fence leads to a side route where the player can get the upper hand on the central portion. This side path has parts with glass so it isn't a smooth path to the central portion. The other hill hinders oncoming fire to the central portion. It's the most direct path to the central portion. The central portion is two elevated parts with a trench inbetween. Both elevated parts have ramps to ease crossing over if in sq
dcterms:subject
dbkwik:nintendo/property/wikiPageUsesTemplate
Type
  • Location
Class
  • B
abstract
  • The map is designed to be a longer one with the spawn points at opposite sides though more towards the corners. The first corner has a ramp leading to a path hugging the wall that leads to a drop into the central section. If the player turns at the corner, they go past a fence that hinders approach from the opposite direction. That section has two paths with hills. The one with a fence leads to a side route where the player can get the upper hand on the central portion. This side path has parts with glass so it isn't a smooth path to the central portion. The other hill hinders oncoming fire to the central portion. It's the most direct path to the central portion. The central portion is two elevated parts with a trench inbetween. Both elevated parts have ramps to ease crossing over if in squid form. The first path mentioned drops off to the lower level but has a glass wall so it's impossible to go back up that route into the opposing side's spawn.